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fn_selfactions.sqf


SunnyPi

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Here we go...

You clearly didn't understand my point which is totaly fine since i have no intention in arguing with you or any other braindead fanboy about what you(he) think(s) is wrong or right. If you're convinced every single host is happy about the patch and how nothing of what it does / changes was mentioned you're simply .... wel... nevermind. Please go check which Epoch servers are the best performing in terms of players (Vanilla or Modded). And if you lack that much empathy go ask their admins/playerys what they think about the patch and how it was announced/published and if they could prepare for it.

All i was saying is this procedure was a smack in the face for any hoster trying to host a DECENT epoch server (and YES that means modded).

 

We did backup our files of all 7 Servers fyi. Again: what im saying is the backup is useless because you either have the choice of hosting the old version OR hosting the VANILLA new one because modding it is in 80 % not possible due to an absolute lack of information what ecactly changed in terms of filestructure. Think before you rage please.

 

Anyways: back to topic:

 

Any idea what happend to fn_selfactions or did you come here to flame//QQ?

PS: And im sorry for my outburst but ignorant fanboys piss me off.

 

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This is the vanilla 1.0.2 server pbo. Clientside/serverside are two different things as well as 1.0.2 and 1.0.1.5.

 

Doesn't the server load the pbo from @dayz_epoch_server?

What you have there is the pbo from @dayz_epoch. Also what you have there is not 1.0.2.

 

FYI: Admin Tools does not work with 1.0.2 - mainly because of the reasons i mentioned above (its an evil 3rd party feature which clearly is not supported here, yet necessary to mantain a decent server).

 

post-1954-0-52206000-1378119810_thumb.jp

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Trust me, I am calm :)

Again: You're talking about Clientside. Im talking about Serverside.

There is no fn_selfactions in @dayz_epoch_server\addons\dayz_code.pbo. It might be in @dayz_epoch/addons/dayz_code.pbo but that does not matter at all (as far as i know - maybe there is some way to load that instead) for serversetups or scripting or modding since the server loads the pbo from @dayz_epoch_server and not from @dayz_epoch.

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fn_selfactions.sqf is based client side unless you modify the location in the compiles.sqf file and in turn modify the location of the compiles.sqf file in the init.sqf file. this then puts the files into the mission.pbo

 

This is standard procedure

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Thats funny because these is also no compiles.sqf in the server pbo... Also what you describe is the procedure we all used in 1.0.1.5 which no longer seems to be working in 1.2.0.

 

OR do you mean the solution is to take the compiles from @dayz_epoch  put in the the mpmissions folder, change the path to the compiles.sqf in the init.sqf, then also take the selfaction from @dayz_epoch also put it in the missionfoler and edit the path in the compiles inside the missions to the now existing fn_selfactions in the missions?

 

Actually thats not knowing anything but rather common sense ;)

 

Do you have an IP so i can check your +20 mods server runing on 1.0.2? I'm rly currious... That server in your signature?
 

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the procedure is the same still in 1.2.0. If its not working you may have a error somewhere. I suggest you post your mission and server pbo files so them can be looked at for you.

 

The server details are in my sig and also posted on this forum in the public servers board.

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The server pbo is vanilla - the screen i posted above. The init file mostly is also vanlilla except from a couple of additions which do not require selfactions and so on.

What busted it for excample was take clothing from bodies or basebuilding 1.2. Ususally you would have to outsource the fn_selfactions to your missions file and edit it there after changing the patch to it in the serverpbo/compiles.sqf and missionfile/init.sqf.

Problem now is there is no more compiles.sqf in the server pbo as well as no fn_selfactions.

I guess my question now is if i can take the compiles.sqf from @dayz_epoch instead of @dayz_epoch_server and place it in the missionfile and change the path in the init.sqf without the server going to valhalla...

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yes

 

In your init.sqf, add:

 

call compile preprocessFileLineNumbers "custom\compiles.sqf";

 

Create an empty compiles.sqf file (you don't need the one from the client files) and add this:

 

fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf";

 

Then grab the fn_selfActions.sqf file from the client files and edit to your liking.

 

 

Add the fn_selfActions.sqf and the new compiles.sqf and trow them into the custom folder, or any other location, just edit the above lines then.

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Awesome. Thank you very much! That is what i was hoping for - being able to extract from clientfiles without arma bitching and whining...

 

Does it mater if there are two compiles.sqf being loaded though the init.sqf or should i copy the original instead of making a plain one and replace the path? Like this:

 

 

 

//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";                //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                //Compile regular functions

call compile preprocessFileLineNumbers "custom\compiles.sqf";
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";                //Compile trader configs
progressLoadingScreen 1.0;

 

 

 

Muchas gracias!

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Yeah, it doesn't matter. The new compiles file you made doesn't really overwrite anything, it just adds an extra line.

 

//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
progressLoadingScreen 1.0;
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